Patch v1.02 – Arma 2

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[http://www.eprison.de/files/632/5552 ePrison.de - Europe]


==Readme==
==Readme==

Revision as of 10:41, 20 June 2009

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Readme

ARMA 2 PATCH 1.02 -

Copyright (c) 2009 Bohemia Interactive. All rights reserved.

**** www.arma2.com *****

- Run the patch setup executable, the patch is then applied automatically. - It will install the entire contents of the patch to a folder within your ArmA 2 installation (default is C:\Program Files\Bohemia Interactive\ArmA 2 or Bohemia Interactive\ArmA2). - Please note that it is NOT possible to rollback to a previous version after the installation of this patch, only a full reinstall of the game is possible. - It is not recommended to use any savegames created in versions 1.00 or 1.01.

VERSION 1.02 HIGHLIGHTS

   * Improved AI driving skills
   * Lowered enemy AI skills for regular and recruit difficulty levels
   * Improved Micro AI tactics, attack in pairs, path limiting to avoid passing through walls.
   * Fixed multiplayer session NAT negotiation
   * Improved game stability (various crash opportunities fixed)
   * Multiple save slots supported
   * Improved terrain shape beyond map borders
   * Various campaign and localisation fixes and improvements
   * Modules (F7) support added in the Mission Editor 

List of Changes

Engine

   * Multiple savegame positions allowed.
   * Configuration fixes in radio protocol (including faster reaction to crew-related orders in vehicles).
   * Multiplayer server browser enlarged.
   * Improved steering for car.
   * Improved mobile artillery simulation.
   * Improved terrain shape beyond map borders.
   * Improved Micro AI tactics, attack in pairs, path limiting to avoid passing through walls.
   * Added UAV camera stabilization.
   * Indication of player connection status in list of players (Diary).
   * Possible to connect to server with template-based MP scenario.
   * Repeated weapon change command fixed in radio protocol.
   * Game no longer crashes when copying a linked trigger in the Mission Editor.
   * Different radio notification of multiple units attacking.
   * NAT negotiation issue removed (different negative sign cookie on client and server).
   * Fixed possible crash after or during Get In in multiplayer.
   * Improved transfer of building destruction in multiplayer.
   * Fine surface information are now properly used for surface properties.
   * Destroyed targets are no more massively reported after player has left the vehicle.
   * Proper update of AI pathfinding when new building is created in the landscape (new objects were ignored).
   * VON no longer crashes the game in certain circumstances.
   * AI sprinting on the spot removed if route was planned across the roof.
   * Server shown as passworded in Server Browser when passworded or locked.
   * Improved functionality of Get In command if player is vehicle commander.
   * Swimming soldiers no longer drop inventory items.
   * Swimming players cannot use Gear dialog.
   * New scripting function "GetPlayerId unit" available to help server admins better recognize teamKillers etc.
   * Fillrate optimization in Video Options is now defined via combo box.
   * Improved light count optimization (should help performance when many distant lights are present).
   * Low-frequency effect (subwoofer) improved.

Scenarios

   * Added or fixed markers in pre-mission briefings in various scenarios.
   * "Eye for Eye" singleplayer scenario: Hostiles balanced and loadouts of playable units fixed.
   * "Counterattack" singleplayer scenario: Flow fix, player's group now properly advance from the harbour if strong enough to continue.
   * "Trial by Fire" script error fixed.
   * Campaign: Time flow screen added to scenario intros.
   * Campaign: "Murder" mission ends are now triggered also when firing from a vehicle.
   * Campaign: Multiplayer info for all campaign scenarios added.
   * Campaign: Scene-specific sound entities are deleted after end of a scene.
   * "First to Fight" campaign scenario:
         * Shooting range bug fixed.
         * Officer's speech has titles added. 
   * "First to Fight" campaign scenario: O'Hara animation speed fixed.
   * "Into the Storm" campaign scenario: Conditions of interaction with civilians improved.
   * "Razor Two" campaign scenario:
         * Mission-failed end now performs correctly.
         * Razor members cannot use UAV during conversations. 
   * "One Week Later" campaign interlude: Conversation more logical.
   * "Manhattan" campaign scenario:
         * Animations of ambient people improved.
         * Task waypoint for main task positioned better.
         * Insurgent animations after death disabled in scene.
         * Civilian woman stuck near transport prevented.
         * Reinforcements navigation fixed. 
   * "Bitter Chill" campaign scenario:
         * Conversations and broken mission flow fixed.
         * Accidental death of Cpt. Shaftoe after a scene prevented.
         * Improved positions of several killed unit.
         * Radio chatter disabled where disturbing. 
   * "Badlands" campaign scenario:
         * Ending and conversation flow fixes.
         * Scene of talking to locals improved. 
   * "Dogs of War" campaign scenario:
         * Insurgent leader presence now logical.
         * Several story-related vehicles are now properly usable.
         * Initial conversation work in multiplayer. 
   * "War That Never Was" campaign outro: Amount of units decreased, behaviour improved.
   * AI grouping prevented in team deathmatch and deathmatch scenarios.
   * Module for limiting area of operation script fixes.
   * Recomposed fortifications and minor fixes in Warfare.
   * First-aid module performance improvements.
   * Language and gameplay fixes in multiplayer and singleplayer templates. 

Art/Environment

   * Changed lighting values for early morning and dusk.
   * Improved wheeled vehicles turning definitions.
   * Utes: Improved carrier deck collision shape and F-35B geometry.
   * Gas stations on map can now refuel nearby vehicles.
   * Minor object fixes on Chernarus map (traffic signs tweaks, small objects).
   * Added small signs to Chernarus map.
   * Less frequent occurence of thunderbolts. 


See Also

Arma 2: Version History